Setting Creation and Modification

Open Questions

A storygame setting can be anything you wish, based on reality or fiction, your own or someone else’s. A fun way of generating the details of the setting can be to play a game of Open Questions before each session of the storygame (or before each act if you are using the Three-Act Story approach). Prior to playing Open Questions, you will want to discuss what kind of setting you want to play (genre, e.g. fantasy, science fiction, adventure, historical, and tone, e.g. comedic, gritty, pulp, cinematic).

Open Questions is played by going round the players in a circle. One is chosen to be the initial holder of a six-sided die, and speaks first, stating a fact about the setting. The die is then rolled. If possible, obtain (or make from a blank cube) an “interrogative die”, which has the words Who, What, When, Where, How and Why on the six faces; otherwise, use an ordinary six-sided die and convert the numbers into the words in the order just given. (See chart on next page.)

The player who has just stated a fact must ask an open question (one requiring at least a sentence answer), beginning with the word indicated by the die roll, and the next player must answer it. This is the second player’s statement of fact, and the die is then rolled again (still by the person who held it at first). The second player asks a question of the third player in the same manner, and so on round.

When the turn comes back to the player holding the die, after answering the previous player’s question he or she may either declare “more” (indicating another round on the same topic), “change” (indicating a new topic should be begun), or “enough” (indicating an end to the game). In either of the first two cases, he or she then hands the die to the person on his or her left, who begins the next round with a statement, rolls the die, and asks a question of the next player.

If the die holder declares “enough”, the rest of the group must agree, otherwise it is treated as a call of “change”.

Someone should record the facts stated about the setting as they are stated.

An alternative way of playing is for the die holder to state a fact and the other players, in rotation, to ask questions of the die roller as guided by the dice. This is a good way of generating ideas for the characters you will play, after you have established other significant facts about the setting such as locations, organizations, politics and culture. From this general background will emerge the kinds of characters who will turn up. This gives each player a basis to create one or more specific major characters, some of which will be played by the players more or less throughout, while others will come “onstage” relatively briefly.

Further characters may emerge in the subsequent games of Open Questions.

Depending on your specific game system, additional facts about the setting (and additional characters) can be established during play by simply introducing them into the narrative, providing the group does not veto them.

If you have difficulty thinking of topics or questions, here are some suggestions. (You can roll the die to get a prompt for the type of topic as well as for the questions, if you need to.)

See also: http://socratesrpg.blogspot.com/2006/12/what-is-setting-part-3.html(approve sites)

DieQTopicDieQSetting Questions
WhoPeople and positions WhoWho has the money? Who has the appearance of power? Who has the real power? Who is famous? Who is infamous?
    WhatWhat issues face these people? What do they desire? What do they fear?
    WhenWhen did these people come to prominence?
    WhereWhere are they from?
    HowHow did they attain power?
    WhyWhy do they want to hold on to their positions?
WhatCulture, arts, literature, technology and religion WhoWho is famous? Who is infamous?
    WhatWhat is sought after? What is fashionable? What is disapproved of? What is not spoken about?
    WhenWhen did things change last?
    WhereWhere are cultural influences coming from? Going to?
    HowHow does one become important?
    WhyWhy do people come here or leave?
WhenHistory WhoWho is famous? Who is infamous?
    WhatWhat events shaped the present?
    WhenWhen did things last change?
    WhereWhere have innovations traditionally come from?
    HowHow do people become prominent?
    WhyWhy did the key events which shaped the present occur?
WhereGeography WhoWho are the neighbours? Who are the natives? Who are the settlers?
    WhatWhat natural features protect or fail to protect this locality?
    WhenWhen was this area settled?
    WhereWhere did the people who live here come from? Where do people who leave here go?
    HowHow do you get around this place?
    WhyWhy is there a city/country here?
HowOrganizations, movements and institutions WhoWho are the leaders? Who are the real leaders? Who is famous? Who is infamous?
    WhatWhat do they say they stand for? What do they actually stand for?
    WhenWhen were they founded? When did they last change?
    WhereWhere are they headquartered?
    HowHow does one become influential?
    WhyWhy do they exist?
WhyPolitics, rivalries, faction fights, clashing interests. WhoWho hates whom? Who is allied with whom?
    WhatWhat are the major issues? What are the hidden issues?
    WhenWhen did the situation last change?
    WhereWhere is the situation moving?
    HowHow did it come to this?
    WhyWhy do these people care so much?

This Modular Game System copyright 2006 by Mike Reeves-McMillan.